77 lines
2.3 KiB
C#
77 lines
2.3 KiB
C#
using Content.Shared.Physics;
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using Content.Shared.Weapons.Ranged.Components;
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Collision.Shapes;
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using Robust.Shared.Physics.Dynamics;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Weapons.Ranged.Systems;
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public abstract class SharedFlyBySoundSystem : EntitySystem
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{
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[Dependency] private readonly FixtureSystem _fixtures = default!;
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public const string FlyByFixture = "fly-by";
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<FlyBySoundComponent, ComponentGetState>(OnGetState);
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SubscribeLocalEvent<FlyBySoundComponent, ComponentHandleState>(OnHandleState);
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SubscribeLocalEvent<FlyBySoundComponent, ComponentStartup>(OnStartup);
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SubscribeLocalEvent<FlyBySoundComponent, ComponentShutdown>(OnShutdown);
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}
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private void OnStartup(EntityUid uid, FlyBySoundComponent component, ComponentStartup args)
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{
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if (!TryComp<PhysicsComponent>(uid, out var body)) return;
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var shape = new PhysShapeCircle()
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{
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Radius = component.Range,
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};
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var fixture = new Fixture(body, shape)
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{
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Hard = false,
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ID = FlyByFixture,
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CollisionLayer = (int) CollisionGroup.MobMask,
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};
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_fixtures.TryCreateFixture(body, fixture);
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}
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private void OnShutdown(EntityUid uid, FlyBySoundComponent component, ComponentShutdown args)
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{
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if (!TryComp<PhysicsComponent>(uid, out var body)) return;
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_fixtures.DestroyFixture(body, FlyByFixture);
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}
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private void OnHandleState(EntityUid uid, FlyBySoundComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not FlyBySoundComponentState state) return;
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component.Sound = state.Sound;
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component.Range = state.Range;
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}
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private void OnGetState(EntityUid uid, FlyBySoundComponent component, ref ComponentGetState args)
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{
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args.State = new FlyBySoundComponentState()
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{
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Sound = component.Sound,
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Range = component.Range,
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};
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}
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[Serializable, NetSerializable]
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private sealed class FlyBySoundComponentState : ComponentState
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{
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public SoundSpecifier Sound = default!;
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public float Range;
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}
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}
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